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This book provides ideas for researchers in middle and high school level for innovative and original science fair projects with a primary focus on developing data logging systems to capture force and acceleration data. Even an object experiencing zero G.The researcher can then use these systems to measure and track the motion of objects. Also these devices can be used to assess forces imparted by and on objects.
Get Your Move On! In Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists, you'll learn how to successfully build moving mechanisms through non-technical explanations, examples, and do-it-yourself projects--from kinetic art installations to creative toys to energy-harvesting devices. Photographs, illustrations, screen shots, and images of 3D models are included for each project. This unique resource emphasizes using off-the-shelf components, readily available materials, and accessible fabrication techniques. Simple projects give you hands-on practice applying the skills covered in each chapter, and more complex projects at the end of the book incorporate topics from multiple chapters. Turn your imaginative ideas into reality with help from this practical, inventive guide. Discover how to: Find and select materials Fasten and join parts Measure force, friction, and torque Understand mechanical and electrical power, work, and energy Create and control motion Work with bearings, couplers, gears, screws, and springs Combine simple machines for work and fun Projects include: Rube Goldberg breakfast machine Mousetrap powered car DIY motor with magnet wire Motor direction and speed control Designing and fabricating spur gears Animated creations in paper An interactive rotating platform Small vertical axis wind turbine SADbot: the seasonally affected drawing robot Make Great Stuff! TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.
If you've done some Arduino tinkering and wondered how you could incorporate the Kinect—or the other way around—then this book is for you. The authors of Arduino and Kinect Projects will show you how to create 10 amazing, creative projects, from simple to complex. You'll also find out how to incorporate Processing in your project design—a language very similar to the Arduino language. The ten projects are carefully designed to build on your skills at every step. Starting with the Arduino and Kinect equivalent of "Hello, World," the authors will take you through a diverse range of projects that showcase the huge range of possibilities that open up when Kinect and Arduino are combined. Gesture-based Remote Control. Control devices and home appliances with hand gestures. Kinect-networked Puppet. Play with a physical puppet remotely using your whole body. Mood Lamps. Build your own set of responsive, gesture controllable LED lamps. Drawing Robot. Control a drawing robot using a Kinect-based tangible table. Remote-controlled Vehicle. Use your body gestures to control a smart vehicle. Biometric Station. Use the Kinect for biometric recognition and checking Body Mass Indexes. 3D Modeling Interface. Learn how to use the Arduino LilyPad to build a wearable 3D modelling interface. 360o Scanner. Build a turntable scanner and scan any object 360o using only one Kinect. Delta Robot. Build and control your own fast and accurate parallel robot.
Text for the new Queensland Senior Physics syllabus. Provides examples, questions, investigations and discussion topics. Designed to be gender balanced, with an emphasis on library and internet research. Includes answers, a glossary and an index. An associated internet web page gives on-line worked solutions to questions and additional resource material. The authors are experienced physics teachers and members of the Physics Syllabus Sub-Committee of the Queensland BSSSS.
Sliding friction is one of the oldest problems in physics and certainly one of the most important from a practical point of view. The ability to produce durable low-friction surfaces and lubricant fluids has become an important factor in the miniaturization of moving components in many technological devices, e.g., magnetic storage, recording systems, miniature motors and many aerospace components. This book will be useful to physicists, chemists, materials scientists, and engineers who want to understand sliding friction. The book (or parts of it) could also form the basis for a modern undergraduate or graduate course on tribology.
Make cool stuff. If you're a designer or artist without a lot of programming experience, this book will teach you to work with 2D and 3D graphics, sound, physical interaction, and electronic circuitry to create all sorts of interesting and compelling experiences -- online and off. Programming Interactivity explains programming and electrical engineering basics, and introduces three freely available tools created specifically for artists and designers: Processing, a Java-based programming language and environment for building projects on the desktop, Web, or mobile phones Arduino, a system that integrates a microcomputer prototyping board, IDE, and programming language for creating your own hardware and controls OpenFrameworks, a coding framework simplified for designers and artists, using the powerful C++ programming language BTW, you don't have to wait until you finish the book to actually make something. You'll get working code samples you can use right away, along with the background and technical information you need to design, program, build, and troubleshoot your own projects. The cutting edge design techniques and discussions with leading artists and designers will give you the tools and inspiration to let your imagination take flight.
Ten years after the first FabLab (a so called fabrication laboratory) was opened at MIT, more than 120 FabLabs exist all over the world. Today, it is time to look back at a decade of FabLab activities. This book shows how small production devices, such as laser cutters and 3D printers, and dedicated educationists, researchers and FabLab practitioners transform the fields of learning, work, production, design, maker culture, law and science on a global scale. In this composition experts from various countries, such as Germany, India or the USA, and distinguished academic institutions, such as MIT or Stanford University, discuss theoretical questions and introduce practical approaches concerning FabLab activities.
Written with students of aerospace or aeronautical engineering firmly in mind, this is a practical and wide-ranging book that draws together the various theoretical elements of aircraft design - structures, aerodynamics, propulsion, control and others - and guides the reader in applying them in practice. Based on a range of detailed real-life aircraft design projects, including military training, commercial and concept aircraft, the experienced UK and US based authors present engineering students with an essential toolkit and reference to support their own project work.All aircraft projects are unique and it is impossible to provide a template for the work involved in the design process. However, with the knowledge of the steps in the initial design process and of previous experience from similar projects, students will be freer to concentrate on the innovative and analytical aspects of their course project. The authors bring a unique combination of perspectives and experience to this text. It reflects both British and American academic practices in teaching aircraft design. Lloyd Jenkinson has taught aircraft design at both Loughborough and Southampton universities in the UK and Jim Marchman has taught both aircraft and spacecraft design at Virginia Tech in the US.* Demonstrates how basic aircraft design processes can be successfully applied in reality* Case studies allow both student and instructor to examine particular design challenges * Covers commercial and successful student design projects, and includes over 200 high quality illustrations
This book on the use of Arduino and Smartphones in physics experiments, with a focus on mechanics, introduces various techniques by way of examples. The main aim is to teach students how to take meaningful measurements and how to interpret them. Each topic is introduced by an experiment. Those at the beginning of the book are rather simple to build and analyze. As the lessons proceed, the experiments become more refined and new techniques are introduced. Rather than providing recipes to be adopted while taking measurements, the need for new concepts is raised by observing the results of an experiment. A formal justification is given only after a concept has been introduced experimentally. The discussion extends beyond the taking of measurements to their meaning in terms of physics, the importance of what is learned from the laws that are derived, and their limits. Stress is placed on the importance of careful design of experiments as to reduce systematic errors and on good practices to avoid common mistakes. Data are always analyzed using computer software. C-like structures are introduced in teaching how to program Arduino, while data collection and analysis is done using Python. Several methods of graphical representation of data are used.
THE BOOK THAT MAKES ELECTRONICS MAKE SENSE This intuitive, applications-driven guide to electronics for hobbyists, engineers, and students doesn't overload readers with technical detail. Instead, it tells you-and shows you-what basic and advanced electronics parts and components do, and how they work. Chock-full of illustrations, Practical Electronics for Inventors offers over 750 hand-drawn images that provide clear, detailed instructions that can help turn theoretical ideas into real-life inventions and gadgets. CRYSTAL CLEAR AND COMPREHENSIVE Covering the entire field of electronics, from basics through analog and digital, AC and DC, integrated circuits (ICs), semiconductors, stepper motors and servos, LCD displays, and various input/output devices, this guide even includes a full chapter on the latest microcontrollers. A favorite memory-jogger for working electronics engineers, Practical Electronics for Inventors is also the ideal manual for those just getting started in circuit design. If you want to succeed in turning your ideas into workable electronic gadgets and inventions, is THE book. Starting with a light review of electronics history, physics, and math, the book provides an easy-to-understand overview of all major electronic elements, including: Basic passive components o Resistors, capacitors, inductors, transformers o Discrete passive circuits o Current-limiting networks, voltage dividers, filter circuits, attenuators o Discrete active devices o Diodes, transistors, thrysistors o Microcontrollers o Rectifiers, amplifiers, modulators, mixers, voltage regulators ENTHUSIASTIC READERS HELPED US MAKE THIS BOOK EVEN BETTER This revised, improved, and completely updated second edition reflects suggestions offered by the loyal hobbyists and inventors who made the first edition a bestseller. Reader-suggested improvements in this guide include: Thoroughly expanded and improved theory chapter New sections covering test equipment, optoelectronics, microcontroller circuits, and more New and revised drawings Answered problems throughout the book Practical Electronics for Inventors takes you through reading schematics, building and testing prototypes, purchasing electronic components, and safe work practices. You'll find all thisin a guide that's destined to get your creative-and inventive-juices flowing.